using UnityEngine; public class LootManager : Singleton { [Header("Config")] [SerializeField] private GameObject lootPanel; [SerializeField] private LootButton lootButtonPrefab; [SerializeField] private Transform container; public void ShowLoot(EnemyLoot enemyLoot) { // lootPanel.SetActive(true); if (LootPanelWithItems()) { for (int i = 0; i < container.childCount; i++) { Destroy(container.GetChild(i).gameObject); } } foreach (DropItem item in enemyLoot.Items) { if (item.PickedItem) continue; LootButton lootButton = Instantiate(lootButtonPrefab, container); lootButton.ConfigLootButton(item); } } public void ClosePanel() { lootPanel.SetActive(false); } private bool LootPanelWithItems() { return container.childCount > 0; } }